[REL] DoD_Subterrainia_b3


El Capitan
03-13-2006, 09:27 PM
Here it is. This is probably going to be the last beta before it goes final.

Its definately a BIG leap from the previous version, especially with regards to gameplay. I am quite confident that this version is balanced thanks to the many playtests the guys at -|UPA|- have performed and excellent suggestions given!

Changelist

- Added new routes: Small tunnel between Officers Room and First Objective, Tunnel between barracks and 2nd objective
- Added well to Kitchen that leads to the water underneath the grating in front of the U-Boat
- Extended ventilation system to include an exit in the U-Boat pen
- Removed and moved unecessary props to increase game-flow
- Made changes to 2nd objective area so Allies can get in without being mowed down by an MG everytime!
- Added steam jets to some of the pipes
- Added railing to edge of U-Boat dock
- Added corners to ventilation near allied end to prevent Axis camping so much there!
- Moved Axis spawn further back so they have a little further to run
- Tweaked FPS

DOWNLOAD LINK, SCREENSHOTS and INFO!

http://www.dodnetwork.com/el/sub10 (http://www.dodnetwork.com/el/sub10)

Includes screenshots and the map in .bsp, .rar, .zip and .bz2 (for servers) format.

Defpotec
03-13-2006, 10:49 PM
I just ran around it by myself for a little bit, and got a special feeling when jumping down the well:) . Anyway, I only have one complaint upon running around it thus far: serious overkill with the cover for the Allied ground entrance to the second flag. The stack of huge guns, just too much, makes it hard to maneuver, plus you added the very nice extra walkway to help avoid the mg choke. There should still be some cover, but the 3 huge shell stacks is just too much.

Anyway can't say much more without a proper play test, but it looks and feels great, love the new U-Boat entrances. If I find anything after a play test I'll be sure to let you know.

El Capitan
03-14-2006, 06:27 AM
Cool, thanks. The reason I put those there was to stop MG's camping the Allied tunnel entrance from the balcony. The only way they can do that now is by having their back to one of the entrances (Usually the larger tunnel entrance to 2nd)

Thats one thing that really stood out from some playtests, Allies couldn't get to the 2nd objective through that entrance at all because there was nothing to hide behind and they couldn't throw grenades because of the low ceiling - it was MG paradise!

theozzmancometh
03-14-2006, 10:40 AM
I'll have to check this version out tonight!! Thanks, El Capitan!!



Download mirror: http://www.landofozz.net/pafiledb/pafiledb.php?action=download&id=291



--Ozz

Kid-A
03-15-2006, 12:54 PM
I walked around this map offline. I think it had a great atmosphere and looked good. I think the HL engine(s) have always been great at interiors.

It would be a very interesting map to play but it's hard to guess what it would be like. Also interior maps are often more difficult to find your way in as you don't have the reference points you do with outdoor maps.

Defpotec
03-16-2006, 06:27 PM
Axis being able to block a cap flag at the top of the U-Boat (part you need the ladder to get to) makes it hard o cap.. I've run across many times where I could have capped the U-Boat but there was a guy blocking the cap above me.

DarkPenfold
03-20-2006, 06:09 AM
Originally posted by Defpotec
Axis being able to block a cap flag at the top of the U-Boat (part you need the ladder to get to) makes it hard o cap.. I've run across many times where I could have capped the U-Boat but there was a guy blocking the cap above me.

Try hiding on the hatch ladder just below the cap zone, and climbing up a bit to block it when it's almost in Allied hands... :p

Bocasean
03-20-2006, 09:45 AM
In the original beta, I would hide inside the sub hatch and climb out just enough to block the cap. That doesn't work now that the hatch is closed.

However, I do feel that the sub capzone is perfect as is with all of the new Allied advantages. The Sub is the key objective for the Axis, so giving them more power is a good thing.

Dunn0
03-20-2006, 10:12 PM
Our new favorite map..

And everyone enjoys it, and extends it..

I would say HUGE Success..

Cpl Suggestions..

1.) Not sure if possible.
Swap Teams after each rnd..

2.) Quicker cap time on Sub..


GREAT MAP!!

Pvt. Stephenson
03-20-2006, 11:48 PM
I still think their should be an entrance in the waterfall.

Dunn0
03-21-2006, 03:20 PM
That would be cool..

Maybe like an Easter Egg. ; )

Not visible..

Neutrino
03-21-2006, 04:26 PM
ive only ran through this map on my own. it does look nice. very gritty.
once i get time ill play in a server with people. i hope to enjoy it. ill post feedback when i do!

Dunn0
03-21-2006, 06:12 PM
Yeah we played it down to 6 vs 6..

I wouldn't recommend any less than that, other than a Match type map.. Pubbing it with that few people is tough.

El Capitan
03-21-2006, 06:31 PM
Thanks for the comments, again. I'm looking at blocking off some areas and then opening them up as more people join the area. Its easily possible but given the problems I've already encountered with the SDK I'm a bit worried it will be buggy!

I've got so many cool features planned, including a button Axis can activate closer towards the allied spawn to close a blast door on the U-Boat pen which allies have to blow open with 2 satchels. Thats just one of the things I want to do! I can just picture the silence as Axis wait for the door to blow open at any point!

Hopefully an SDK update will be on its way soon. Then I can print messages on screen for Allies/Axis with objectives, etc so people don't get confused when it comes to re-capping flags, etc.

Dunn0
03-21-2006, 07:58 PM
Holy Crap..

Awesome!!

Just finished playing again for an hour.

Defpotec
03-22-2006, 03:51 PM
I'm feeling torn. One the one hand, if Allies capture the first 2 mutliple person flags before they capture the U-Boat, then it's almost impossible to win because the entire Axis team will camp the boat. On the other hand, if Allies are smart and go for the U-Boat and cap it before they go for the other flags, then it's almost impossible for Axis to win, because they have so far to travel to get to the other flags. I'm starting to think that the Axis spawn needs to be pushed up. It also seems to depend a lot on how smart the teams are, need to play more.

El Capitan
03-22-2006, 04:19 PM
I find that the U-Boat ISN'T impossible as a last cap for Allies! I have no problems at all (although I did make the map heh)

One tactic people will discover over time is to swim right along the U-Boat to the very end and THEN climb on. I usually enter through the well and then stay along the bottom of the water and even though I'm "drowning" I keep swimming and lose most my health, but then jump on the U-Boat, get the Axis from behind on the U-Boat and then proceed to cap it! It works almost everytime!

I think its a little difficult to get on the U-Boat from that end, however but I aim to try and sort this in the final release.

I'm thinking about having Axis spawns advancing when the U-Boat gets captured so Axis spawn just ahead of the U-Boat and anti-spawn camp zones activate to kill of the Allies. I won't do this until game_text's work though and I can alert Allies!

Dunn0
03-22-2006, 05:50 PM
It is difficult, but ver doable.. The key is teamwork,balanced teams, and class limits.

4 MG's makes it tough ; )


Wait what am i doing here.. going to play it now ; )

smashingpunk007
03-31-2006, 11:01 AM
Well i played it for a while and after a while axis players never even leave the uboat, they just camp the last flag through the whole round. They let allies capture the 1st and 2nd and just have the whole team wait at the last. Makes sense right, all the axis have to do to win is have 1 flag when time runs out.I don't think objective maps are working too good in dod:source, spawn needs to be progressive, is it even possible?

Deceiver
03-31-2006, 02:09 PM
Hey Cap I had an idea for the waterfall. How about you have that covering the cave, and the US have to pass through that to enter the cave? Just thought that it'd be a cool effect and that it would emphasize the whole place was hidden. Do you get what I mean?

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.